Make memory tag specs important so they don't get dropped before a trace connection is made.
Prevent Insights from crashing when opening a trace missing memory scopes or with missing scope specs.
Add a tooltip to symbol resolution noting the environment variable for symbol paths.
Allow Insights to capture full callstacks (including system modules) with the define UE_CALLSTACK_TRACE_FULL_CALLSTACKS or the command line argument -tracefullcallstacks on Windows.
#jira none
#rb ionut.matasaru, martin.ridgers
#ROBOMERGE-AUTHOR: robert.millar
#ROBOMERGE-SOURCE: CL 17461782 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
#ROBOMERGE[bot1]: Dev-EngineMerge
[CL 17461823 by robert millar in ue5-release-engine-test branch]
#rb matt.peters johan.berg ionut.matasaru brandon.dawson jason.nadro
#rnx
Over half the perf gain was from reducing critical section locks, with the rest of the gains split between an optimization to call stack traversal (caching return address lookups in a lock free map), and enabling TLS related optimizations for MallocBinned2, which were inadvertently disabled when tracing was enabled (this also saves some locks). Multiple lock types had to be optimized before measurable perf gains were observed, due to contention on remaining locks increasing as the first few locks were removed. A total of 6 types of locks were removed or reduced: AnnounceFNameTag, MallocBinned2, TagDataNameMap, Enum tag data lookup, Windows callstack trace, LLMMap.
* Added hash table utility class TGrowOnlyLockFreeHash which supports lock free reads, writes using a critical section, and no deletion. This is intended for classes that represent caches of one-time initialized debug data used during memory tracing, which never needs to be freed.
* TGrowOnlyLockFreeHash applied to 4 sets/maps used when memory tracing is enabled, including tag data, announced tag names, call stack functions, and call stack IDs.
* Lock striping added to LLMMap. This isn't a good candidate for a lock free approach, as it has a heavy amount of modification, and lock free approaches tend to perform worse than lock striping in that case, plus it would be a massive undertaking to make this lock free.
* A future lock to be removed would be the one in "FLowLevelAllocInfo::GetTag", protecting the "FLowLevelMemTracker::TagDatas" array, saving a couple percent more perf.
#preflight 6132a3a6bf137d00019a8c97
#ROBOMERGE-SOURCE: CL 17428762 via CL 17429451
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17429480 by jason hoerner in ue5-release-engine-test branch]
Use Perf trace for context switches and stack sampling on PS4 and PS5.
#rb Ionut.Matasaru
#ROBOMERGE-SOURCE: CL 17277312 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v858-17259218)
[CL 17277323 by martins mozeiko in ue5-release-engine-test branch]
Implementation details:
- PS4 & PS5 uses dwarf symbol format and uses Syms symbol resolver.
- To resolve symbols the path to folder where .self file is built currently must be specified in UE_INSIGHTS_SYMBOL_PATH env variable for Insights.
- Multiple paths can be separated by ; in this variable.
- Build for PS5 does not seem to have PLATFORM_PS5 define, I used defined(__PS5__).
- PS5 runtime collects and sends callstacks, but Syms resolver does not support dwarf v5 format yet, which is used on PS5 toolchain.
#rb none
#preflight 6112ead49c7bb10001bc63fc
#ROBOMERGE-SOURCE: CL 17128247 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17128270 by martins mozeiko in ue5-release-engine-test branch]
caused crash with -stompmalloc
#rb martin.ridgers
#ROBOMERGE-SOURCE: CL 17107919 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v854-17104634)
[CL 17107963 by charles bloom in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 17080823 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)
[CL 17080824 by martin ridgers in ue5-release-engine-test branch]
#rnx
#ROBOMERGE-SOURCE: CL 17065128 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)
[CL 17065131 by martin ridgers in ue5-release-engine-test branch]
#rb cm
#rnx
#ROBOMERGE-SOURCE: CL 17048386 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)
[CL 17049897 by martin ridgers in ue5-release-engine-test branch]
#rb cm
#rnx
#ROBOMERGE-SOURCE: CL 17048347 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)
[CL 17048351 by martin ridgers in ue5-release-engine-test branch]
#rb cm
#rnx
#ROBOMERGE-SOURCE: CL 16981291 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16981292 by martin ridgers in ue5-release-engine-test branch]
#rb cm
#rnx
#ROBOMERGE-SOURCE: CL 16981262 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16981279 by martin ridgers in ue5-release-engine-test branch]